I want to make sure my wizard dodges. Let’s make illusion better at level one!
Sudden Disappearance
Illusion cantrip
Casting Time: 1 reaction, which you take when you are targeted by an attack Range: Self Components: V, S Duration: the one attack
You quickly flicker in and out of sink with reality to an enemy that is targeting you with an attack. The target must make a Wisdom saving throw. If the target fails, the attacker has disadvantage on the attack.
A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.
Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell. Once the spell is triggered, the spell ends
This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the number of targets increases by 1 for each slot level above 1st.
I’ve been playing some Pathfinder Adventure Card Game and my favorite item is my minor healing wand. It doesn’t heal much, but its clutch when you need it. Let’s make that in DnD 5e
Wand of Minor Healing
Wand, rare (requires attunement by a spellcaster)
While holding this wand, as an action you cast a minor healing spell healing the character hit points equal to 1/2 their level (minimum 1). The wand then must recharged for one hour until it can be used again.
Time for some DnD basics based on how I want to run a game.
Herbalist
You focus on using local plants to heal your allies. You gain the following benefits:
Gain proficiency in Wisdom(medicine) or gain a +2 bonus to Wisdom(medicine) checks.
You gain the ability to use a herbalism kit to make simple healing potions if you spend one hour each day gathering resources. Each day you can make a number of doses equal to 1/2 your level. As an action, you can administer as many doses as you choose to yourself or an ally. Each doses heals 1d4 hit points. If not used within 24 hours, the doses expire.
First, because it’s never been done. Despite all the published material for 5th edition Dungeons & Dragons – both official and from third-party publishers – no one has taken a deep look at the druid in a long time. A book of this caliber hasn’t been compiled since 3rd edition, so in a way, it was long overdue.
Second, because druids are an enigmatic class that deserves this sort of resource. A druid is capable of filling just about any role in a party. While that diversity is a strength of its own, it doesn’t lend itself to a well-defined place in a group nor in a campaign. When you think of a cleric, a barbarian, or a rogue, each of those characters immediately brings certain elements to mind—fighting the undead, raging in combat, and stealthing through danger. In the case of a druid, however, that just wasn’t there. Additional questions needed to be answered. This resource provides the answers to those questions and helps players and GMs better understand the role of a druid in the game.
Are druids your favorite class or do you have another that is your favorite? Why?
During the infrequent times I get to be a player, I favor gish characters, particularly those that tend toward wizardry. However, my very first 5th edition character was a druid. I was intrigued by the class that seemed capable of doing everything, and more options in a character are definitely my style. Sadly, that character died at level 5. If I could do things over, I’d certainly run that character differently knowing what I know about the game now. In fact, I might ask the DM for a redo of that final battle…
What’s in it for players?
I think players will be most excited for the new archetypes. The book contains more than 10 subclasses, each one developed from a fascinating aspect of druidic lore. Some examples are: the Circle of the Primal Guardian allows the druid to summon an elemental companion; the Circle of Dread allows a druid to Wild Shape into abominations; the Circle of Bloodlines druid can Skinwalk into other races; and of course, the Primal Circle which has traded its Wild Shape ability for enhanced spell casting. Each archetype is tied into the overarching lore surrounding druids. So, they’re not just additional subclasses with different features, there is history to each one.
Perhaps the most unique addition to player content is the new class: the dire druid. These characters are essentially martial druids that slowly transform into a specific animal, taking on qualities of both humanoid and beast.
And of course, there are also tons of new druid-centric spells, magic items, and special materials. This resource really supercharges the druid class to be better at what it does best–protecting nature!
What’s in it for GMs?
A whole world. Seriously. We created an entire setting for groups to explore, filled with new, interesting enemies and challenges. It’s called the Netherelm, a world that draws an inordinate amount of energy from its echoes and the Elemental Planes. That overlap creates an environment where certain creatures thrive – creatures that druids cannot tolerate. Due to its unique planar geometry, it is rife with portals, so it can be connected to any other setting. In fact, the world’s history involves extensive contact with multiple worlds on the Material Plane – perhaps even yours.
Besides the setting, there are dozens of new monsters and NPCs to use as adversaries for your party. These monsters aren’t random creations but are all themed around the history of the Netherelm and the conflict between druids. There are two factions, the Shadow Court and the Gloomstar Council, which have sworn oaths to destroy the druids and the lands they protect. There are the ominous Dhurge, numerous fel fey, and shadowy abominations to challenge PCs.
Of course, if you’d rather have allies, we created a system for druid councils. These councils form a massive organization with multiple tiers through which your characters can advance. The councils provide a ready-made source of information, assistance, adventure, and even patronage. Perhaps your characters will rise through the ranks and become leaders themselves.
Two more items GMs will be interested in are the expanded uses for the Druidic language and eldritch foraging. Druidic only has a few sentences in the PHB. We saw an opportunity to expand on this cool feature, so we included Druidic marks as a way for druids to leave messages, warnings, and valuable information to one another.
Eldritch foraging is a method through which characters can locate specific natural materials in the wilderness that enhance their spellcasting abilities or empower their allies with helpful magic. For groups that take advantage of downtime activities, these items can provide extra rewards that aren’t quite as strong as a true magic item, but can make a difference when the time is right.
What is your favorite part of the project for a Player?
The new druid archetypes, and the new class. Of course, some players may prefer the large selection of new spells and magic items. Regardless of your preference, I don’t think there’s a player out there who doesn’t enjoy having additional character options.
What is your favorite part of the project for a GM?
The history and lore that gives new meaning and purpose to the druid. A GM could run several entire campaigns based on the lore presented in this book. Or, if a whole campaign is more than you are looking for, the lore we’ve created could form one arc of an ongoing campaign, or it could easily be dropped in as a single encounter or side quest. In short, the part I’d like best as a GM is the ready-made stories, with supporting monsters and NPCs already crafted, that I can weave into any size adventure I like. Those things are true whether or not a player decides to run a druid character.
When is the Kickstarter?
Our goal is to launch on 15 June 2021.
What is your MSRP for a physical book and the digital product?
The price for a physical book will be $49.95. It has well over 200 pages of material – possibly more than 300 pages. We have yet to determine the pricing for a PDF.
What are you design inspirations for this project? Did you draw on one area of folklore, media, or just random ideas you had?
We drew inspiration from real-world history, some untapped concepts from older games, and our own gaming experiences. As the project continued, we found more and more ideas coming out as we explored the possibilities further. When you really dive into one aspect of fantasy in such a thorough manner, your creativity begins to feed itself on the topic, creating new combinations and inferences that don’t exist elsewhere. I suppose you could say the project was self-perpetuating once we truly set to work. We actually cut a fair amount of material, if that gives you an idea of how much we had to work with.
What is your favorite part of this gaming system and what is one flaw you want to change? Why? How does this book emphasize or fix that?
The real strength of 5th edition Dungeons & Dragons is that it’s easy to learn, easy to play, and easy to run. That’s why we now have more gamers than ever. The drawback to that streamlined design is the lack of detail. Some players have complained about missing the extremely nuanced character-building options in some past editions. This book definitely adds more options for players and GMs, not just for characters, but for setting development and campaign progression. If you want your PC to grow not just in class levels, but politically and socially, too, you now have that option.
What’s next?
We have two projects on the horizon. One is for all gamers – of any tabletop RPG. The other is another D&D 5e-compatible product that can be used in conjunction with Druids: Secrets of the Primal Circle, or used as a stand-alone location for your adventuring party.
wondrous item (gloves), rate (+1), very rare (+2), or legendary (+3)
While wearing this worn leather gloves, any item you throw becomes a +1, +2, or +3 item until it strikes the target or falls to the ground. After the throw it reverts to a regular item.
How about two archetypes for DnD 5e on a theme-what is you get powers from a creature who is not a patron? Here is one for a druid and here is one for a Sorcerer
Circle of the Dead Guardian
While in nature, a soul bound to the woods took you for its ward. You were not a druid when you entered in the woods, but due to this creature of bone, shadow, and death love, care, or choice, you are now granted the powers of the woods and necromancy. You may not want this, but you are now given this. What will you with your new power over life?
Undead Guardian
Starting at second level, you gain an undead companion. This creature must by of CR 1/2 or lower and undead. You and your companion share a connection so you may give the creature mental commands, even when unconscious. These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.
If you undead falls in combat, you may seek it out again by spending eight uninterrupted hours alone in nature.
Power of unlife
Starting at level six, you gain all wizard necromancy spells as part of the divine spells you can prepare.
Undead Beast
Starting at level 10, when you use your wild shape class creature you can also change into an undead or an normal beast.
True Undead
Starting at level 10, your beast companion is immune to damage from any damage source it would normally be resistant too and has resistance to all non-magical attacks.
True Natural Terror
Starting at level 14, your animal companion can change to an undead up to CR 3.
And now a sorcerous origin!
Chosen
You were not given power by birth, but by choice. A creature of power decided that you should be cared for and cultivated. You are not beholden to this creature in a bargain, but instead it gives this freely watching what you do with this gift. It follows you and helps, but you are still watched. Weather wanted or unwanted, you now have powers far beyond those that others would wield with no expectations on what you do with them. What destiny will you follow?
Unnatural Guide
Starting at second level, you gain a companion. This creature must by of CR 1/2 or lower and either an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, plant, or undead. You and your companion share a connection so you may give the creature mental commands, even when unconscious. These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.
If you companion falls in combat, you may seek it out again by spending eight uninterrupted hours alone meditating and it will return.
Gifts of the Guardian
Starting at 6th level, each day you can choose a resistance your companion has and gain that resistance for a day.
In addition, you gain the ability to spend a sorcerer point as a bonus action to assign your companion an action.
Guidance from your Friend
At 14th level, any skill your companion is trained in is now a sill you are also trained in. If you were already trained in those skills, gains additional skill proficiencies equal to the ones it and you knew.
Ultimate Form
Beginning at 18th level, your companion changes to a different form and becomes a creature of the same time up to CR 3. Each day it can change its form at dawn or midnight.
I’ve seen research into how a person with a knife wins vs a person with a gun if the knife person is within 30 feet. Let’s make that a piece of DnD!
Situational Awareness
Just because you are not near by doesn’t mean you are an easy target. When a ranged attack is made against you and you are within 30 feet of the target, you may move up to the target and make a melee attack as a reaction. This movement provokes attacks as normal.
Saw Tasting History, so now I have an idea for today!
Elfshot
5th-level enchantment
Casting Time:1 action Range: 200 feet Components: V, S, M (arrow head made from a fingernail) Duration:30 days
You throw the arrowhead at a target in range making a ranged spell attack. On a hit, the target is pierced by the spell. Unless someone directly sees you throw the arrow, the target does not know they are affected. Each day at moonrise, the target must make a Constitution saving throw. On a failure, the target gains one level of exhaustion. This level of exhaustion can not be removed until this curse is lifted or the spell ends. If the target dies from this spell, no wound is found on the surface, but a hole from an arrow will be found inside the target.
The spell can be recognized with a successful Intelligence(arcana) or Wisdom(medicine) check. You can end the spell by making a Wisdom(medicine) check using the plants feverfew, red nettles and waybread as components in the treatment. A remove curse, greater restoration, or wish spell also ends it. In either case to end the spell, you must be aware that the target is affected by this spell.
More ideas for all the knowledge based characters out there!
Pedagogy
Knowledges is power, but power not shared is useless. Knowledge must flow and be told. You and your god specialize in teaching others all the things you know. These insights will help you better understand the world around you and help all you serve better understand themselves and others. Go cleric spread the good words to others!
When you choose this domain at 1st level, you gain proficiency in a number of tools or languages equal to your Wisdom modifier.
Disciple of Knowledge
Also starting at 1st level, your wisdom helps with your knowledge. When you make a Intelligence skill check, add your Wisdom modifier as well..
Channel Divinity: Speed Learning
Starting at 2nd level, you can use your Channel Divinity to deliver a bold of knowledge to another. As an action, you choose one skill or tool you are proficient in and touch a creature. For 10 minutes, the target has proficiency with the chosen skill or tool.
Assistant
Beginning at 6th level, when you do the help action with another character, in addition to advantage, they add your Wisdom modifier to the roll as well.
Mind Strike
At 8th level, you learn how to now directly strike to a foes mind. Gain the eldritch blast cantrip as a cleric spell but instead of force damage it does psychic damage instead.
Fail Forward
Starting at 17th level, when you see someone attempt a skill check with which you are proficient, you can spend a spell slot of the highest you have available so long as its level one, to give the target a reroll on the check. This may only be attempted once per check.